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- So you want to Texture mod HITMAN?
- This tutorial is not for complete beginners. It assumes you have some basic knowledge of HEX editing and know what is meant by a header.
- As with any game file editing. Backing up important files is recommended
- If you do not feel confident in making these changes, Hitman Mod Tools will eventually streamline this process, for a much more user friendly approach.
- Again: This is a very early and non automated workflow.
- TOOLS DOWNLOADS
- QUICKBMS (This will be used to Extract & Import files)
- http://aluigi.altervista.org/papers/quickbms.zip
- PC_RPKG script (This will be used to allow quickbms to extract & import the archive)
- http://aluigi.org/bms/hitman_2016.bms
- Hashes_List (This will tell QuickBMS what to extract from the Archives and where.)
- http://www.zenhax.com/download/file.php?id=1086
- A Hex Editor (Any will do, but I prefer Hex Workshop)
- http://www.hexworkshop.com/
- DDS Tools. (Photoshop OR Gimp)
- https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
- https://code.google.com/archive/p/gimp-dds/downloads
- Hitman Mod Tools (Work In Progress. Total mod tool.)
- *PUT GIT OR DOWNLOAD LINK HERE*
- WORKFLOW
- This is the workflow used to mod textures in HITMAN and is a work in progress and is subject to change with the development of Hitman Mod Tools.
- Step 1: QUICKBMS EXTRACT (Getting the texture file out of the archive file)
- So first of all you need to extract the desired texture out of the archive.
- At the moment we can only do DXT1, and DXT5 compressed textures. So pick your texture wisely.
- In the PC_RPKG zip you downloaded, there should be a files called pc_rpkg.bms & Hitman_Hashes.list.
- Place both of these files inside quickbms’s Script file. Screenshot needed
- Make a backup of the Hitman_Hashes.list, inside the root QuickBMS folder. As you will need the original later to extract different files. This file will be used to extract the file that you want.
- Open the Hitman_Hashes.list inside a text editor, find your texture file by the file name;
- “*texturename**texturetype*/ascolormap.pc_mipblock1”
- Eg;
- assembly\_pro\environment\textures\props\paintings\fashionshow_cloth_concept_a.texture\diffuse_a.tex\ascolormap.pc_mipblock1
- After choosing the file you want to Extract.
- Delete unnecessary file names in the Hitman_Hashes.list.
- This will speed up Re-Importing.
- *Screenshot needed*
- Run QuickBMS_4gb_files.exe
- Select the pc_rpkg.bms script.
- Select the Archive.
- Select the place you want to Extract the Archive to.
- You should end up with a lot of binary files of no use outside of the extracted folder.Discard/Delete these & the Meta file.
- Screenshot needed
- Step 2: HEX EDITOR/Hitman Mod tools (Converting to DDS)
- So we need to turn this mipblock file into a DDS to edit it.
- That’s not really a problem, a mipblock is basically just a DDS with a mipblock header instead of a DDS header.
- A mipblock header is 92 bytes of information in hex.
- So we need to replace these 92 bytes with a 128 bytes of DDS header, in order to edit it.
- This is where a early version of Hitman mod tools comes into play.
- Drag and Drop the mipblock file onto the HitmanModTools.exe Screenshot needed
- Hitman mod tools will then proceed to output a new .DDS file, which photoshop can edit.
- Step 3: NVIDIA DDS TOOLS & PHOTOSHOP/GIMP. (Editing the texture)
- If you open the .DDS file in photoshop and it say’s
- “Could not complete your request because Photoshop does not recognize this type of file”
- This is because the mipblock is not using DXT1 or DXT5 compression and as a result cannot be modded at the moment. Eventually Hitman mod tools will support all DXT compression types.
- Editing the textures should be easy enough, this is where the fun and creative part happens.
- Like putting Ducks on Suits.
- *Screenshot needed*
- When saving, obviously save as the same DXT format as the original dds file.
- Step 4: HEX EDITING (Converting back to Mipblock)
- Because this part hasn’t been automated yet, this will have to be done in a Hex editor.
- It’s pretty simple.
- Simply open up the original mipblock and select 92 bytes of data from the start of the file(aka the header) Screenshot needed
- Open up the modified DDS file and select 128 bytes of data from the start of the file.(aka the header) Screenshot needed
- Then replace the modified DDS files header with the original mipblock’s header.
- Save the modded DDS file as .pc_mipblock1 instead of .DDS when saving.
- *Screenshot needed*
- You now have a modded mipblock file.
- Step 5: QUICKBMS RE-IMPORT (Reimporting back to the archive for engine use)
- Open up reimport.bat in notepad and replace what it says with;
- quickbms_4gb_files -G -w -r Screenshot needed
- This will make the replace batch file, use the 4gb+ file size executable instead of the default.
- Double click on reimport.bat
- Do the SAME steps you did for extracting the archive found in Step 1.
- Seriously, do the same just like if you are extracting the files to the same folder.
- QuickBMS will do the job automatically
- QuickBMS will then show the names of the files that have been reimported
- The archive has now been modded, and in turn the game has been modded.
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